Solo
I engineered the whole game, but here are some highlights:
I created a dynamic audio system using Fmod to fade in certain music tracks based on in game actions. This system also made the slow-mo of the game change the pitch of the SFX, to make it feel slower. Most sound effects were made by me using Audacity.
All the enemies have pathfinding AI with multiple attacks. Specifically the bosses have complex behavioural trees. Using raycasts and colliders each enemy can climb/jump over walls and terrain.
I designed a Procedural Animation system using Godot's built-in IK system. The enemies with robotic legs connect to the walls based on raycasts and some step code. The Centipede boss is contains over 17 rigs all connected to a parent rig, each capable of grabbing ledges while also being turned by the spine. Aswell as a ragdoll system that applies an impulse on the bone hit on the finishing blow.
Other than the player characters model, I model and rigged everything. I had so much fun making the enemies' rigs and seeing them come to life. I also created many shaders to make the game feel unique. I coded a very complex water shader using an old shader book and translating it to Godot's built-in shader language. I also made all the weapon effect shaders to make them move and have unique looks.